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Jungle-Dunk
a  chaotic Monkey - Basketball game

Jungle-Dunk is a chaotic multiplayer party game that follows the basic rules of basketball with a focus on 3D platforming and creative cooperation. Every player is a monkey, and the objective is to steal and dunk as many things as possible, as a team.

Jungle-Dunk is my fifth and final yearly project at Rubika Supinfogame. This project will be judged by a panel of industry professionals  at the end of the 2021-2022 school year. The aim with this project is to create the best minimum viable product that our small team can over the span of a year.

Team
of 9

Unreal
Engine

APr 2021
Jun 2022

5th year

My roles on this project

Lead Game Designer

As Lead Game Designer on Jungle-Dunk, my job is to lead the small group of 3 game designers in our team. I take simple directing decisions that follow our team manager's overall timeline and help us work in a more structured and organised way.

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Jungle-Dunk's game design is fairly simple, it mostly revolves around the 3Cs (camera, character, and controls), the interactible elements (like objets and the environment), and the general match settings.

Wiki redaction

Schematics for devs

editing and testing 3Cs in engine

As part of the work that I have to do as a game designer on this project, I've been working on the UX/UI. I've been making multiple Adobe XD files to help the artists and developers understand what is needed for the final product. Feel free to have a look at one of those files by pressing the button below.

Adobe XD file

UI Mockups

And, of course, I've also had to make an exhaustive asset list that let's the whole team see what is needed, how much progress has been done, and which parts of the game have a priority in production. I've actually had to make two versions of the asset list, a "raw" and a "refined" version, to help with the navigation of the document since there are over 300 elements.

Level Designer

Jungle-Dunk is a 3D platformer but also a basketball-like party game. The level design challenge here stems from creating maps that are interesting to traverse but are also easily understandable and accessible. Over the 6 months of development we've made 9 different maps to test and iterate our level design ideas. Since this type of gameplay doesn't really exist anywhere else it was really hard to find inspiration in other games, and a long iterative process seemed like the best way to acheive a good result.

The original maps were fully made using Unreal Engine's BSP Geometry tools, but eventually I switched to using Blender to create my basic blockout shapes and only use Unreal Engine to place the assets in the scene and test it. This workflow allowed me to be way more precise and have more freedom with my designs. Unreal Engine's BSP tools also had a lot of optimisation problems.

Basic Blockout in blender

Asset placement in engine

Planification in Illustrator

Creative Director

During my fourth year at Rubika I was tasked, along with over 50 other students, to create and pitch a game concept for the next year's projects. To my great satisfaction, my concept was one of the 7 final ones that made it through the multiple judging phases. I was able to pick a small team of students to work on the concept during our fifth and final year at Rubika. Being the original creator of the pitch, I was given the title of "vision owner", which besically functions as a creative director on the project.

As part of the work that I have to do as a game designer on this project, I've been working on the UX/UI. I've been making multiple Adobe XD files to help the artists and developers understand what is needed for the final product. Feel free to have a look at one of those files by pressing the button below.

Creative Director
Level Design
Game Design
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